Pun 2.19.3
Photon lib 4.1.4.4
I have tried both
PhotonNetwork.ConnectToMaster("3.X.x.x.x", 5055, "XXXX");
and
PhotonNetwork.PhotonServerSettings.AppSettings.Server = "3.X.X.X";
PhotonNetwork.PhotonServerSettings.AppSettings.Port = 5055;
PhotonNetwork.PhotonServerSettings.AppSettings.UseNameServer = false;
PhotonNetwork.PhotonServerSettings.AppSettings.FixedRegion = null;
PhotonNetwork.ConnectUsingSettings();
all while having the settings stored in the PhotonServerSettings file.
On my PC build - I can connect and it seems fine, but when I make a Android build, mind you no other changes to the code... it does this:
I do not have anything associated with 127.0.0.1 - I don't know why its trying to connect locally, as that will NOT work. its a phone and its not the correct IP.
2021-04-28 18:28:59.639 27270-8588/com.E E/Unity: Receive issue. State: Connected. Server: '127.0.0.1' ErrorCode: 10061 SocketErrorCode: ConnectionRefused Message: Connection refused System.Net.Sockets.SocketException (0x80004005): Connection refused
at System.Net.Sockets.Socket.Receive (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags) [0x00000] in <00000000000000000000000000000000>:0
at System.Net.Sockets.Socket.Receive (System.Byte[] buffer) [0x00000] in <00000000000000000000000000000000>:0
at ExitGames.Client.Photon.SocketUdp.ReceiveLoop () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.Execut
2021-04-28 18:28:59.643 27270-8588/com.E E/Unity: PHOTON_PUNOnDisconnected cause=Exception
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogErrorFormat(String, Object[])
PhotonConnect:OnDisconnected(DisconnectCause)
Photon.Realtime.ConnectionCallbacksContainer:OnDisconnected(DisconnectCause)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode)
ExitGames.Client.Photon.<>c__DisplayClass110_0:<EnqueueStatusCallback>b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch()
Photon.Pun.PhotonHandler:FixedUpdate()
Photon lib 4.1.4.4
I have tried both
PhotonNetwork.ConnectToMaster("3.X.x.x.x", 5055, "XXXX");
and
PhotonNetwork.PhotonServerSettings.AppSettings.Server = "3.X.X.X";
PhotonNetwork.PhotonServerSettings.AppSettings.Port = 5055;
PhotonNetwork.PhotonServerSettings.AppSettings.UseNameServer = false;
PhotonNetwork.PhotonServerSettings.AppSettings.FixedRegion = null;
PhotonNetwork.ConnectUsingSettings();
all while having the settings stored in the PhotonServerSettings file.
On my PC build - I can connect and it seems fine, but when I make a Android build, mind you no other changes to the code... it does this:
I do not have anything associated with 127.0.0.1 - I don't know why its trying to connect locally, as that will NOT work. its a phone and its not the correct IP.
2021-04-28 18:28:59.639 27270-8588/com.E E/Unity: Receive issue. State: Connected. Server: '127.0.0.1' ErrorCode: 10061 SocketErrorCode: ConnectionRefused Message: Connection refused System.Net.Sockets.SocketException (0x80004005): Connection refused
at System.Net.Sockets.Socket.Receive (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags) [0x00000] in <00000000000000000000000000000000>:0
at System.Net.Sockets.Socket.Receive (System.Byte[] buffer) [0x00000] in <00000000000000000000000000000000>:0
at ExitGames.Client.Photon.SocketUdp.ReceiveLoop () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.Execut
2021-04-28 18:28:59.643 27270-8588/com.E E/Unity: PHOTON_PUNOnDisconnected cause=Exception
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogErrorFormat(String, Object[])
PhotonConnect:OnDisconnected(DisconnectCause)
Photon.Realtime.ConnectionCallbacksContainer:OnDisconnected(DisconnectCause)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode)
ExitGames.Client.Photon.<>c__DisplayClass110_0:<EnqueueStatusCallback>b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch()
Photon.Pun.PhotonHandler:FixedUpdate()